Comments (1)
Well, I already listed the high-level concepts for you in mosra/magnum#327. All you need to do is:
- try out a few different examples, so you get the idea how rendering works, how textures work, how input events work, how to loop and display different things each frame, etc.
- that will probably imply that you need to read up on basic GPU programming concepts, how is the memory management there, what is a buffer, what is a mesh, what is a texture, what is a framebuffer, what does a shader do etc.
- then, read up on the APIs I referenced
- after you're a bit more sure about what you are doing, you can try displaying a single frame (load a PNG, for example) via a texture passed to ImGui
- then, the final step is cutting out just the camera-related stuff from the above snippet and getting some RGB(A) image out of it, which you use instead of the stationary image in the previous step. And you throw everything else from the above snippet away -- it's using old GL 1.1 and is full of other very bad practices.
That's it, I'm sorry but I can't help you any further. My free time is quite limited and I have to prioritize what I spend my time on, so rewriting the above snippet with Magnum is absolutely out of question (besides that, I'm not on Windows and I have zero experience with their camera APIs).
Moreover, if you have no prior experience with OpenGL, giving you a ready-made thing wouldn't help you much anyway, since both this and the magnum version would be equivalently opaque pieces of code that "does something", but you'll have no idea why and how either way.
Again, as I mentioned in mosra/magnum#327, for general discussion the Gitter channel is the preferred form of communication.
"give a man a fish and you feed him for a day;" ... you know the rest.
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